Better ticket system
First, let me explain why I think current ticket system is terrible
What typically happens now: Blu holds+1 objective, Opfor bleeds a bunch of tickets, so Opfor desperately tries to recapture it for 15 minutes incurring heavy losses in the process (because they can't take their time to approach carefully because of the bleed). Opfor eventually succeeds and maybe even pushes Blu. But eventually, Opfor loses on tickets anyway because tickets run out before Blu bleeds enough of them.
Also very often people see that the ticket gap is just too big and they're most likely not gonna catch up, so they lose hope and just leave instead of being on the back foot for another hour and losing in the end anyway.
Also because you have a lot of tickets upfront, nobody cares about conserving them until the very end, and even then only if the tickets are very close.
Net result is that the game often feels very unsatisfying and anticlimactic (winner is decided way before the round ends) for both sides.
What I propose instead:
The game ends only when one of the teams captures all objectives. If the timer runs out before that happens the side that holds more points at that time wins.
Both sides have a pool of tickets that gets refreshed every X minutes (at the same time)
On 0 tickets spawn on the forward objectives, FOs, RPs and vehicles gets disabled. You can still spawn on the MB and first objective though (closest to MB (if it's spawnable)).
No ticket bleed (no need)
There would be a need to add a bit of text to the ticket number in the HUD, e.g. 50 (+30 in 5 min)
What I believe this system will achieve:
Although the overall amount of tickets per round is effectively infinite the side that doesn't run out of them before they get refreshed will have an easier time pushing zones and should eventually cap them all.
Since tickets will be refreshing we can have a relatively small amount of them at any given time, so people will have to conserve them more = slower and more tactical gameplay.
Holding +1 zone won't be a dominant strategy anymore (since no bleed) so the whole game won't be around the same zone.
We can even have more than 4 zones then (Because if you've got pushed one zone that doesn't automatically mean that you'll loose in an hour no matter what)
Becuase there won't be a permanent ticket gap you can't do anything about, the game will never be decided until the last moment, so no incentive to quit before the round ends.
Edit: This system will have an added benefit of allowing the number of tickets in each wave to be tailored to the number of people currently playing. Let's say Blu has 20 ppl and Opf 25. And let's say the formula is "tickets = number of ppl on the team x2" Then Blu gets 40 tickets and Opf 50. Obviously, if the teams are uneven we don't want to give smaller team fewer tickets so the formula should probably be "tickets = number of ppl on the opposite team x2" - which is also a good way to balance out the difference in player numbers. The first amount of tickets would probably have to be predetermined by a mission maker.
Obviously, we'd have to tweak the values a bit to find the ideal setup.
Yes, Adanteh, I understand that it's more work. But I believe making this change should get the most bang for the buck so to speak. It should have a huge positive impact for a relatively small price.